That is looking great! You're really putting a lot of detail into it, and I like the way you blocked it out first.
How do you add floating geometry that appears to be inset into the geometry below, as you have done on multiple models? I've seen the technique a lot on Polycount, but I don't understand how it is done.
SUMMER FEVER! Back to posting. Here I have a basic male head study. Haven't touched zbrush in forever. I have a lot of projects started, and a lot of unfinished ones. So this guy is a warm up for another guy that has been on hold for a while. I swear I'm gonna finish that motorcycle... if it's the last thing I do.lol No, really... been itching to finish it.
::Moosey_G:: Yeah, I used reference for proportions, skin folds and expression.
::Torrrtilla::Thanks dude!
Here is a long lost school project that I want to finish through to game res . There is a list of things needed to complete the hi-poly but please point out anything you will.
Here I'm bolting and mounting the steering forks in. I'm saving the wires and cables for last. Prolly after that motor get's built. It's really starting to get heavy on my machine. Right now, I'm just hiding and unhiding objects and keeping the smoothing iterations to a minimum.(for the screengrabs, I turned up the iterations for most pieces) Any tips for working with extreme amounts of polys would be most appreciated.
I guess there isn't any specific tips for this kind of issue, everything is pretty well known for everybody of us, just turn off the smooth operator after you've done some separate part of a model, turn on adaptive degradation(in case if you're using Max), use colors instead of materials in viewport, work in isolated mode, on really heavy parts use bounding box display...
::nooby:: Cool man thanx for the tips. There are a few you mentioned that I have thought of. Could you give me the the low down on adaptive degradation?lol Where is that at?(I use max) And what do ya mean by color instead of materials? Like wireframe colors or the shader diffuse. I'm not using any fancy materials, just a grey shader with the spec turned up a tad. Thanx dude!:)
This is some badass stuff, Phillip! I think the motorcycle you're working on was a great choice, since it's so distinctive and asymmetrical. Can't wait to see it stamped - I mean, textured v:
::Chemical Alia:: Thanks! lol! I'll stamp it to the DEATH!!!
The adaptive degradation stuff is cool. While tampering with that, I noticed the viewport transparency was on 'best'. I turned that off and you would believe the difference! Even 'simple' was bogging performance. I think from now on, transparency will be used sparingly. Anyway, here is an update with tweaks pieces and finally, an engine block! or block out:)
phillip.bailey yeas, I mean wireframe color(display tab>Display color> object color), probably you wont see any noticeable improvement, but anyway something tells me that it takes 3ds max less time to render them in real time)))
Wow! cool update, your keeping it pretty solid, very nice!
::nooby:: Well, for this motorcycle it would be nice to have a line drawn model sheet but haven't come across any. I have a sh*t ton of reference photos and some have a pretty good side shot that I used to block it out. Lucky for me I found all kinds of close-ups and some reference in which the bike is disassembled. That's a cool trick about the colors, have you tried turning the transparency to 'none'? It's amazing!
The only thing that looks a bit off [to me, someone who knows very little about motorcycles] is this part of the engine. It looks a little too round to me. But I could very well be wrong, if I am feel free to yell at me :P
::Andrew Mackie:: AHHHHHH! Jk. You gotta good point. I'll double check my references. I think the two rows of fins are way too tall and round. (I think that's what yer talking about.) Thankyou so much for pointing that out!
-Phil
::AlexanderL:: Thanx dude:)
So, another update full of small details and tweaks. I still have the exhaust system to finish, a few foot pedals, mounting the seats in there, the rear axle that connects the sidecar in, a cover for the sidecar, other sidecar details, a machine gun(?), logos and license plates, an alternative to the ammo box(medic kit) and greeble. The high is getting closer! Comments/critiques?
::JonathanF:: Low poly?.. texture? 'sigh' yeah... The high poly is nearly done. still need that machine gun in there.
::ENODMI:: Thanx man, sure will:)
My portfolio thus far!! some old images, some new. What do ya think?
waw Philip, some sweet stuff here, it even got better since the last time I checked. very nice use of my shader. Would you mind me using one of your images in my shader gallery ?
WOW! amazing! as usual man! one thing!! on your camera low poly wired sheet... you have it labeled as high poly... no doubt that it looks like it and im sure it even fooled you the creator.
Hey, thanks all!
::Simmo; JonathanF:: woops! my bad. It was very late when I posted these. I'll fix that thanx.
::Xoliul:: Hey, do you mind if I do some more adjusting? I'll shoot you an email!
:: itsmadman:: I went to the one in Dallas. I gotta say the experience was enlightening but there is a cost. Ouch! It was really just a place that provided a learning environment. If you are eager to learn, you will find the information you need on the web at places like Polycount, other forums and friends you meet. Then it's just a matter of doing. I didn't really know what I wanted to do when I first started, so if you know what you wanna do, then DO IT! if you don't Art Institute is fine:)
Any Beetle fanatics!? my first car... For this model I wanna make several different variations of it. Baja, Cali, Ratrod, Classic, Drag. Idk, Maybe like a series for a game and you could customize your bug with upgrades for different versions of buggy. All low poly and textured in the end. lol It'll prolly only be like two versions in the end. Any ideas?
::snow:: thanx! The eagle was max modeled all the way but, I did sculpt the cloth on the helmet in Zbrush. The thread was added to the normal. The stitches, max.
Replies
How do you add floating geometry that appears to be inset into the geometry below, as you have done on multiple models? I've seen the technique a lot on Polycount, but I don't understand how it is done.
::Torrrtilla::Thanks dude!
Here is a long lost school project that I want to finish through to game res . There is a list of things needed to complete the hi-poly but please point out anything you will.
concept artist: Sang Han, from Dominance War IV
excellent model btw ! looking good so far
keep your scene well organized ! use layers, groups, constrains, etc
hope it will help ))
Some of the options should be on by default, editing can still be slow with it on but it will make moving around the viewport rendering faster.
The adaptive degradation stuff is cool. While tampering with that, I noticed the viewport transparency was on 'best'. I turned that off and you would believe the difference! Even 'simple' was bogging performance. I think from now on, transparency will be used sparingly. Anyway, here is an update with tweaks pieces and finally, an engine block! or block out:)
Wow! cool update, your keeping it pretty solid, very nice!
The only thing that looks a bit off [to me, someone who knows very little about motorcycles] is this part of the engine. It looks a little too round to me. But I could very well be wrong, if I am feel free to yell at me :P
-Phil
So, another update full of small details and tweaks. I still have the exhaust system to finish, a few foot pedals, mounting the seats in there, the rear axle that connects the sidecar in, a cover for the sidecar, other sidecar details, a machine gun(?), logos and license plates, an alternative to the ammo box(medic kit) and greeble. The high is getting closer! Comments/critiques?
::ENODMI:: Thanx man, sure will:)
My portfolio thus far!! some old images, some new. What do ya think?
One thing: lowpoly untextured camera says highpoly
Inspiring
::Simmo; JonathanF:: woops! my bad. It was very late when I posted these. I'll fix that thanx.
::Xoliul:: Hey, do you mind if I do some more adjusting? I'll shoot you an email!
:: itsmadman:: I went to the one in Dallas. I gotta say the experience was enlightening but there is a cost. Ouch! It was really just a place that provided a learning environment. If you are eager to learn, you will find the information you need on the web at places like Polycount, other forums and friends you meet. Then it's just a matter of doing. I didn't really know what I wanted to do when I first started, so if you know what you wanna do, then DO IT! if you don't Art Institute is fine:)
Any Beetle fanatics!? my first car... For this model I wanna make several different variations of it. Baja, Cali, Ratrod, Classic, Drag. Idk, Maybe like a series for a game and you could customize your bug with upgrades for different versions of buggy. All low poly and textured in the end. lol It'll prolly only be like two versions in the end. Any ideas?
...critiques? please:)
did you use zbrush for the helmet?